- 16 1月, 2013 19 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
ShaderUtils relied on ShaderChunks so this created troubles when trying to use three-canvas and three-extras. Besides, better to keep a single library of shaders.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
This is the bug I started the day with. And I kept finding other issues on the way. I think it's now fixed, but this made me realise how convoluted this exporter is :(
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 15 1月, 2013 9 次提交
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由 Mr.doob 提交于
Blender Exporter: I don't think parsing the groups is needed. It exports the objects twice (or more) otherwise.
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由 Daniel Cousens 提交于
This is a formatting commit, it removes an unnecessary else branch.
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由 Daniel Cousens 提交于
The functionality removed is repeated directly after this code block. The entire process is actually being done twice, which is undoubtedly incorrect or otherwise very unclear. Given that it is simply doing 3 actions: a) Adjusting the pitch/yaw based on the mouse position deltas, then multiplying that by the lookSpeed. b) Clamping, transforming the pitch space (to the X,Z coordinate frame) and then converting the pitch/yaw (lat/lon) to radians. c) Calculating the target position 100 units in the direction specified by the pitch/yaw. This process has no reason to be repeated.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 14 1月, 2013 10 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 WestLangley 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
CanvasRenderer+SVGRenderer: Removed 2D clipping for Face3/Face4 elements as the projector is already taking care of that.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
However, this can create glitches on extreme cases when the polygon is inside the frustum but the vertices are not. Maybe this can be achieved with Box3 in a performant way? /ping @bhouston
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- 13 1月, 2013 2 次提交
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由 Mr.doob 提交于
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由 Rye Terrell 提交于
Change the docs to reflect the true default of the fog parameter in MeshBasicMaterial.
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